/*
SDL - Simple DirectMedia Layer
Copyright (C) 1997-2006 Sam Lantinga
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
Sam Lantinga
slouken@libsdl.org
*/
module sdl.c.sdl_mouse;
/* Include file for SDL mouse event handling */
public
{
import sdl.c.sdl_stdinc;
import sdl.c.sdl_error;
import sdl.c.sdl_video;
}
extern(C):
struct SDL_Cursor {
SDL_Rect area; /* The area of the mouse cursor */
Sint16 hot_x, hot_y; /* The "tip" of the cursor */
Uint8 *data; /* B/W cursor data */
Uint8 *mask; /* B/W cursor mask */
Uint8 *save[2]; /* Place to save cursor area */
// WMCursor *wm_cursor;
void *wm_cursor; /* Window-manager cursor */
}
/* Function prototypes */
/*
* 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, and x and y are set to the
* current mouse cursor position. You can pass NULL for either x or y.
*/
Uint8 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, and x and y are set to the
* mouse deltas since the last call to SDL_GetRelativeMouseState().
*/
Uint8 SDL_GetRelativeMouseState(int *x, int *y);
/*
* Set the position of the mouse cursor (generates a mouse motion event)
*/
void SDL_WarpMouse(Uint16 x, Uint16 y);
/*
* Create a cursor using the specified data and mask (in MSB format).
* The cursor width must be a multiple of 8 bits.
*
* The cursor is created in black and white according to the following:
* data mask resulting pixel on screen
* 0 1 White
* 1 1 Black
* 0 0 Transparent
* 1 0 Inverted color if possible, black if not.
*
* Cursors created with this function must be freed with SDL_FreeCursor().
*/
SDL_Cursor * SDL_CreateCursor
(Uint8 *data, Uint8 *mask, int w, int h, int hot_x, int hot_y);
/*
* Set the currently active cursor to the specified one.
* If the cursor is currently visible, the change will be immediately
* represented on the display.
*/
void SDL_SetCursor(SDL_Cursor *cursor);
/*
* Returns the currently active cursor.
*/
SDL_Cursor * SDL_GetCursor();
/*
* Deallocates a cursor created with SDL_CreateCursor().
*/
void SDL_FreeCursor(SDL_Cursor *cursor);
/*
* Toggle whether or not the cursor is shown on the screen.
* The cursor start off displayed, but can be turned off.
* SDL_ShowCursor() returns 1 if the cursor was being displayed
* before the call, or 0 if it was not. You can query the current
* state by passing a 'toggle' value of -1.
*/
int SDL_ShowCursor(int toggle);
/* Used as a mask when testing buttons in buttonstate
Button 1: Left mouse button
Button 2: Middle mouse button
Button 3: Right mouse button
Button 4: Mouse wheel up (may also be a real button)
Button 5: Mouse wheel down (may also be a real button)
*/
uint SDL_BUTTON(uint X)
{
return (1 << ((X)-1));
}
const
{
uint SDL_BUTTON_LEF = 1;
uint SDL_BUTTON_MIDDLE = 2;
uint SDL_BUTTON_RIGHT = 3;
uint SDL_BUTTON_WHEELUP = 4;
uint SDL_BUTTON_WHEELDOWN = 5;
uint SDL_BUTTON_X1 = 6;
uint SDL_BUTTON_X2 = 7;
uint SDL_BUTTON_LMASK = SDL_BUTTON(SDL_BUTTON_LEF);
uint SDL_BUTTON_MMASK = SDL_BUTTON(SDL_BUTTON_MIDDLE);
uint SDL_BUTTON_RMASK = SDL_BUTTON(SDL_BUTTON_RIGHT);
uint SDL_BUTTON_X1MASK = SDL_BUTTON(SDL_BUTTON_X1);
uint SDL_BUTTON_X2MASK = SDL_BUTTON(SDL_BUTTON_X2);
}