misc/winutils/include/SDL_mouse.h
author sheepluva
Tue, 10 Jun 2014 01:15:48 +0200
changeset 10263 6ef900411158
parent 10017 de822cd3df3a
permissions -rw-r--r--
here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
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/*
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    SDL - Simple DirectMedia Layer
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    Copyright (C) 1997-2012 Sam Lantinga
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    This library is free software; you can redistribute it and/or
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    modify it under the terms of the GNU Lesser General Public
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    License as published by the Free Software Foundation; either
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    version 2.1 of the License, or (at your option) any later version.
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    This library is distributed in the hope that it will be useful,
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    but WITHOUT ANY WARRANTY; without even the implied warranty of
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    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
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    Lesser General Public License for more details.
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    You should have received a copy of the GNU Lesser General Public
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    License along with this library; if not, write to the Free Software
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    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
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    Sam Lantinga
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    slouken@libsdl.org
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*/
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/** @file SDL_mouse.h
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 *  Include file for SDL mouse event 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 "SDL_stdinc.h"
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#include "SDL_error.h"
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#include "SDL_video.h"
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#include "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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typedef struct WMcursor WMcursor;   /**< Implementation dependent */
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typedef struct SDL_Cursor {
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    SDL_Rect area;          /**< The area of the mouse cursor */
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    Sint16 hot_x, hot_y;        /**< The "tip" of the cursor */
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    Uint8 *data;            /**< B/W cursor data */
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    Uint8 *mask;            /**< B/W cursor mask */
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    Uint8 *save[2];         /**< Place to save cursor area */
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    WMcursor *wm_cursor;        /**< Window-manager cursor */
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} SDL_Cursor;
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/* Function prototypes */
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/**
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 * Retrieve the current state of the mouse.
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 * The current button state is returned as a button bitmask, which can
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 * be tested using the SDL_BUTTON(X) macros, and x and y are set to the
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 * current mouse cursor position.  You can pass NULL for either x or y.
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 */
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extern DECLSPEC Uint8 SDLCALL SDL_GetMouseState(int *x, int *y);
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/**
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 * Retrieve the current state of the mouse.
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 * The current button state is returned as a button bitmask, which can
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 * be tested using the SDL_BUTTON(X) macros, and x and y are set to the
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 * mouse deltas since the last call to SDL_GetRelativeMouseState().
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 */
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extern DECLSPEC Uint8 SDLCALL SDL_GetRelativeMouseState(int *x, int *y);
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/**
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 * Set the position of the mouse cursor (generates a mouse motion event)
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 */
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extern DECLSPEC void SDLCALL SDL_WarpMouse(Uint16 x, Uint16 y);
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/**
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 * Create a cursor using the specified data and mask (in MSB format).
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 * The cursor width must be a multiple of 8 bits.
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 *
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 * The cursor is created in black and white according to the following:
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 * data  mask    resulting pixel on screen
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 *  0     1       White
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 *  1     1       Black
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 *  0     0       Transparent
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 *  1     0       Inverted color if possible, black if not.
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 *
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 * Cursors created with this function must be freed with SDL_FreeCursor().
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 */
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extern DECLSPEC SDL_Cursor * SDLCALL SDL_CreateCursor
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        (Uint8 *data, Uint8 *mask, int w, int h, int hot_x, int hot_y);
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/**
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 * Set the currently active cursor to the specified one.
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 * If the cursor is currently visible, the change will be immediately
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 * represented on the display.
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 */
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extern DECLSPEC void SDLCALL SDL_SetCursor(SDL_Cursor *cursor);
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/**
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 * Returns the currently active cursor.
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 */
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extern DECLSPEC SDL_Cursor * SDLCALL SDL_GetCursor(void);
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/**
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 * Deallocates a cursor created with SDL_CreateCursor().
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 */
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extern DECLSPEC void SDLCALL SDL_FreeCursor(SDL_Cursor *cursor);
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/**
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 * Toggle whether or not the cursor is shown on the screen.
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 * The cursor start off displayed, but can be turned off.
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 * SDL_ShowCursor() returns 1 if the cursor was being displayed
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 * before the call, or 0 if it was not.  You can query the current
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 * state by passing a 'toggle' value of -1.
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 */
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extern DECLSPEC int SDLCALL SDL_ShowCursor(int toggle);
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/*@{*/
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/** Used as a mask when testing buttons in buttonstate
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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:   Mouse wheel up   (may also be a real button)
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 *  Button 5:   Mouse wheel down (may also be a real button)
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 */
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#define SDL_BUTTON(X)       (1 << ((X)-1))
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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_WHEELUP  4
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#define SDL_BUTTON_WHEELDOWN    5
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#define SDL_BUTTON_X1       6
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#define SDL_BUTTON_X2       7
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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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/*@}*/
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/* Ends C function definitions when using C++ */
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#ifdef __cplusplus
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}
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#endif
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#include "close_code.h"
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#endif /* _SDL_mouse_h */